Changeling

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My horrible Frankenstein's monster of recycled parts runs Kingmaker just fine.
Well,the uncapped framerates did set my old and busted power supply on fire, but such is life.
It's running all shiny now.


"The Threefold Conspiracy"
ILLUMINATI CONFIRMED


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YES! YES!


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Xenocrat wrote:
archmagi1 wrote:
Wow, I love these campaign traits.
They're pretty bad, except for Pessimist.

This really tickles my funny bone.


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Yqatuba wrote:
Why do so many people have the attitude of "whoever's in charge doesn't have to follow the rules and can do anything they want"?

I don't know.


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CorvusMask wrote:
Anyhoo, on Nocticula, there IS inciting incident...

That's good to hear. Without a little more background, the redemption arc just seems kind of flat.


Well, now I'm more excited...


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Well, I'm excited.


Mr. Stark?


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You're welcome.


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Thanks for the updates. I really don't mix well with twitch.


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Jason Bulmahn wrote:
Seriously considering adding Dinosaur Fort to the game...

Do it.


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I would replace Fumbus with Ronald McDonald.


In our games, NPC's react to low charisma characters with contempt, disdain, and general lack of respect.
Low strength characters have trouble lifting things, low dexterity characters are uncoordinated and clumsy, low constitution characters get sick and run out of breath, low intelligence characters are misinformed and slow on the uptake, and low wisdom characters are oblivious and miss a lot of details.
Low charisma has major consequences at our tables, but they are roleplayed, rather than rollplayed.

But that's just anecdote from the groups I run with, and only really meant to explain why I have trouble looking at charisma as a dump stat. I ain't saying how it be, just how I seen it.


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Quote:
Opening up more free magic
Quote:
free magic
Quote:
free

Wait, wands are free? Call the guard, I've been cheated out my hard earned gold!


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LittleMissNaga wrote:
I'm always miserable in what the weather folks on TV like to call "Beautiful" weather. Give me the chill, and the damp, and the gloom any day. A nice"Dreary" autumn is my perfect tank top and shorts weather.

Same for me. 10C/50F is my ideal room temperature.

These meat things we're walking around in are kind of haphazardly thrown together, so it's pretty hard to standardize stuff for them.


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I don't have the time to keep up with Doomsday Dawn, but I'll continue to read the errata and blogs to stay in the survey loop. I really love Pathfinder, so of course I'll do what I can to help Pathfinder 2 succeed.
I've liked most of the changes the errata have brought, so clearly something is working.


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Quandary wrote:
1of1 wrote:
kpulv wrote:
I'm kinda surprised at how many posts I see talking about how their entire group gave up on the playtest for one reason or another. So far my group has been really digging it and we're excited to transition over to the new system once it becomes fully realized. We're not ultra power gamers or whatever though so maybe that's the difference? I guess I'm just not seeing what the major hang ups are other than the fact that we only have a single playtest rule book so far and not 10+ books of expansions. If people are looking for maximum customization of the most esoteric character concepts possible, the core system that exists in the playtest so far looks ripe to enable that with time.

Oddly enough, my group just gave up back on Sunday. The stated reason was that they only get one day a week to do much of anything, so they would rather play a finished game on their day off. Most of them weren't keeping up with the errata, and they weren't really interested in doomsday dawn's episodic nature.

We're not ultra power gamers or whatever though, so maybe that's not the difference. There are just too many unpolished rough edges that kept snagging us after so many years playing PF1, so we're just going to go back to that. Oddly enough, our first burnout was the noob, who had just joined us a few months before the playtest, rather than the stoggy old guard.

Oh well, back to our diesel punk necropocalypse game. Here's to hoping I can convince them to try again when PF2 gets a little older, eh?

Your response seems to exemplify the perspective of people who probably were never really contemplating the idea of an actual playtest. They maybe just thought they were playing a new game. But playtesting is about testing a system that is knowingly

I don't disagree with you. It does, may be in some cases, and is, with the exception of ease of learning tests, about that.

They have their own complaints about the structure of the initial playtest, but they're grownups that can make their opinions known on their own time. I can only speak for them in the vaguest of terms, which works for me, seeing as that's how I normally speak.

kpulv wrote:
Some words that made sense.

https://youtu.be/HZuhYJynSk8


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kpulv wrote:
I'm kinda surprised at how many posts I see talking about how their entire group gave up on the playtest for one reason or another. So far my group has been really digging it and we're excited to transition over to the new system once it becomes fully realized. We're not ultra power gamers or whatever though so maybe that's the difference? I guess I'm just not seeing what the major hang ups are other than the fact that we only have a single playtest rule book so far and not 10+ books of expansions. If people are looking for maximum customization of the most esoteric character concepts possible, the core system that exists in the playtest so far looks ripe to enable that with time.

Oddly enough, my group just gave up back on Sunday. The stated reason was that they only get one day a week to do much of anything, so they would rather play a finished game on their day off. Most of them weren't keeping up with the errata, and they weren't really interested in doomsday dawn's episodic nature.

We're not ultra power gamers or whatever though, so maybe that's not the difference. There are just too many unpolished rough edges that kept snagging us after so many years playing PF1, so we're just going to go back to that. Oddly enough, our first burnout was the noob, who had just joined us a few months before the playtest, rather than the stoggy old guard.

Oh well, back to our dieselpunk necropocalypse game. Here's to hoping I can convince them to try again when PF2 gets a little older, eh?


Sorry to reanimate an old thread, but it's kind of fitting for the subject.

So, Reanimated Medium reverses all influence gains and losses, right?
And a normal Medium drops to minimum influence after 24 hours, right?
What's the reverse of dropping to minimum?
Is there anything in the Reanimated Medium's rules that would exclude that from the reversed polarities like the influence penalties are?


This is actually pretty good. Definitely has a lot of potential.
I'll play it some more tomorrow morning.


Sara Marie wrote:


there's often ways to justify a single, individual situation.

...

Ask questions to find out why they feel the way they do instead of trying to convince them their feelings are not valid.

I don't disagree with anything you're saying there Sara. I just think these parts of your post contain broadly applicable wisdom that bears the emphasis of being repeated.


Sorry, I'm fresh out of shame.

But I agree that pirate twins riding to Budapest by blimp would definitely fit the pulp culture that inspired a lot of Golarion.

I love you, goodbye.


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I'm blind picking Alchemist.


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When I want a group activity in which everyone falls into tightly predefined roles, then efficiently executes their purposes with each other like clockwork, I generally just connect to a Japanese VPN and play MMOs with some very nice, very busy people.
It's enjoyable, but it's about the exact opposite of why I enjoy Pathfinder.


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I've been watching a lot of franchises over the years chase emerging casual markets while still retaining their old customer bases.
Unfortunately, that's rather difficult, and most of them fail to some degree. You know the old saying about simultaneously acquiring and consuming cake.
The ones that give up the stable foundation often fall through, the ones that give up the emerging market often stagnate and just kind of stagger along, and most of them find a middle ground, losing some, gaining others, and they just continue along at a fairly stable rate. The few that truly succeeded did very well for themselves, for obvious reasons.
New blood, new ideas, new money.

I really hope this playtest helps Paizo shape PF2 into one of the few.


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I think bulk in general was cut a little tight, while the actual items it defines were thrown out a little too loosely for that tight math. I think that alchemist feels the symptoms of the problem a little harder than other classes because they're both equipment reliant, and not strength based despite somebody bringing up secondary and tertiary stat recommendations that reveal more about their own playstyle and priorities than how the game could be played.
This probably wouldn't be a problem if bulk was cleaned up a little. It's not a complicated system, but it is pretty large in that it governs most of how objects get moved around in the world. You could even say that it covers the bulk of the subject.
But hey, I've got a bit of an alchemical bias. What do I know?

Sorry, that was really snipey. I should eat something. I get all passive aggressive when I forget to eat.

I agree with you on that last part, Walsh. It feels super... Weird. And they've already used the word, "infused." Honestly, I wouldn't be surprised if resonance gets a rework after that +&- blog, if it doesn't get replaced. Here's to hoping oddities like this get the hammer in whatever they're doing, but if it somehow makes it through intact it really could use a callback to the old Infusion discovery. A class feat to let the imbiber run a "definitely not a potion" on the alchemist's resonance investment would be an... adequate bandaid.


1of1 wrote:
the bulk of an object is about one per half kg or pound

A day later, I realized that I should have written five kilograms or ten pounds.

Eh, whatever. It's just like, uh... an abstraction or something.


Because reasons.


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I keep trying to figure that the bulk of an object is about one per half kg or pound, then either doubled or halved if the object is easy or hard to carry. But then that guess has very little to do with any of the examples available in the playtest beyond the description of bulk itself, and what the hizzleheck does "easy to carry" mean? If I tie a rope onto something to make a handle, does that cut its bulk in half? Is a shield more bulk tied to a belt than it is strapped to an arm?
It would be nice if I could write off my awkwardness with the system as it just being new and different, but it's been an ongoing problem since Starfinder. My brain just doesn't mesh well with this floppy thing, and I think that it might be causing me to double the abstract units of mental load it takes in my head. It might be easier for me to wrap myself around something more riged, and defined. Something that stands on its own, without the need to look at examples to know what kind of load is on my characters.


Those familiar hands are nifty. I guess I'll strike dark vision off of my theory build's familiar to make room for them. Still no definition on how much bulk can they carry?

As far as fun combos go, one of my players pointed out that Cat's Eye Elixirs and Smokesticks go together like PB&J.


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ChibiNyan wrote:
And the Survey results as shown in the stream indicates "Alchemists didnt run out of resonance". Huh...

Ours did. So did the barbarian he was healing.

The alchemist would have probably been fine if he went for a bombs only build, but he went for elixirs and poisons to push the class's flexibility. It did not go well, despite them getting lucky and skipping about 70% of the encounters.


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Eh, not really. We're trying, but it's just not really flowing very well for us. Well, except we've been using the word "multitype" to describe multiclassing. A bit cheesy and dumb, admittedly, but whatever.


Paradozen wrote:
Basic Wizard Spellcasting at 4th can help you outgrow this problem at 4th. But an entire feat to use Ant Haul is a bit dull.

You aren't wrong on either of those points. BWC is a prereq for the rest of the casting line, and does give more than one spell, so it's not a total wash. Though, at this point the discussion is more about the merits of multiclassing into a caster, and less about an alchemist getting bogged down.

Back on track, the alchemist has Medicine as a signature skill. It requires Healer's Tools, which weigh a bulk. Signature skills restrict access to an already limited supply of high level skills, not quite guaranteeing that a character will take them, but making it pretty hard not to. If an alchemist wants to make full use of all of their signatures, they're out four bulk before they even pick up a dagger. Five if they want to make use of the Repair activity.


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I'm running as a GM, so I'm not going to get to play, but I built a Gnome Nerdchemist to push the system around and see how it goes. At level one, it is encumbered at four bulk. Beyond the formula book, tools, a bedroll, a single day's rations, a water skin, a dagger, and padded armor, this hypothetical gnome has five light bulk to spare before she's encumbered. Throw in a basic crafting book to compensate for her lack of equipment, and she now has four light bulk left.

Then at level two, she gains the Wizard Multiclass Archetype Dedication Feat, stumbles across a spell book, and is now encumbered until either a potentially unreliable porter, PC or NPC, holds her things for her, or she gets some sick STR gains at fifth level, putting her right back were she was. A 10ft movement speed is pretty much a given for the poor wretch.

Admittedly, this is the far end of how bad it can get. It's just odd that it can get so bad, you know?


Zwordsman wrote:

I've not read familiar yet....

but is there a way to get them 3 actions?
If so, that could be a way for an alchemist to get poisoned weapons mid combat.. since 3 actions is too much really, and you can't get the Rogue's poison weapon till lv 8? or 12? I forget if poison weapon is 4 or 6 rogue.

I'm not finding anything that states that either familiars or minions in general are immune to the Quick condition, but I'm also not finding anything that grants a Quick that allows for Operate Activations. As far as I can tell, there currently is no way to get a familiar to apply poison in a single turn.


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My players took the better part of the day balancing silver, bulk, and book keeping for their inventories. Clothes and sheathes were kind of standard in the last edition, but now there doesn't seem to be any such language.


Another thing to wonder is how much bulk they can handle.


Oh, hey. We're back.

So speaking of uses for a non spell casting familiar, I'm trying to work out how they'd be used for scouting, what with the minion quality restricting their ability to act independently. I suppose you could use the empathic link to give very vague orders, then when it gets excited or afraid, {ask/feel} it to either retreat and report, or press on as it sees fit.

It really depends how much control over the scouting familiar the GM gives the player. I'm kind of having a hard time wrapping my head around that.

Edit; Wait, no. The commands must are described a verbal. Never mind.


Irontruth wrote:


Mind you, I'm going to keep asking "how" until you have to say "because".

How is my favorite question, and I really think people should ask it more often. Dig deep enough into it, and you'll find the answers to all the others.


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I had a long rant prepared about people creating creatures too quickly, with too little mechanical oversight, and choosing the wrong numbers more often than they'd think. But let's be honest, it's difficult for people to think themselves capable of that until happens. It's easy to say that you'll fix it and that it won't happen again. That's especially easy during a playtest.

On the note of verisimilitude, it is a bit odd to see a giant clumsy ogre throw javelins with more accuracy than a third level ranger who is roughly twice as dexterous can shoot a bow. That said, if oddness like that is really necessary for balance, then that's just the way it has to be.


This is going to make the low strength alchemist in our party rather sad. Poor guy's having a rough time.


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*channels negative energy for our more heartbeat challenged friends*
Doomsday Dawns, and the inky black sky is trying to fall.
See you all on the other side, eh?


Oh hey, it's working. Hello!


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So, uh... See you all on the other side.


Toe nails removed, now what?


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Ok, I crucified my fingers.
What's the next step?


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THE END TIMES ARE NIGH!


Best guesses the playtest concerning the classic roguish stronk man, though...
Hmmm...

Movie: Fighter with Rogue feats
Comics: Barbarian with Rogue feats
OG: Fighter with Rogue, Ranger, and Barbarian feats

Those are just guesses, though. Why isn't it Thursday yet?


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Deadmanwalking wrote:
1of1 wrote:

Movie Conan, or comics Conan?

Arnie is great, but those comics were pretty darn fun.
Book Conan. Always.

:^)

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